Hi, 3dsmax does not apply materials directly to face. IF you apply material to subobject selection, internally (and perhaps unclearly and unhelpfully) 3dsmax creates a 'multi-sub' material and manipulates the ids and material assignment of your mesh so that you see the material you have applied on the faces you have…
Concave floaters have the tendency to exacerbate problems with projections for your normals bake and the AO can show up incorrect as well. The way I get around it is to model my shapes first, use the knife tool, and cut a hole, align the item with its new concave section, select both the border edges and use the bridge…
took a look at your texture flats again, and it seems some of the brick wall is repeating in the texture flat, which is essential wasted space, you should re-work that area of the flat to make it all unique. your going to be fighting obvious tiling on a larger mod scene enough when all your texture space contains unique…
Cooked this sign up really fast, and by fast I mean like 2 minutes in mudbox... The sign itself is a box I subdivided to match the contours of the high poly mesh I did in mudbox. Now assuming you're using 3Dmax, I then did a UVW Map->Planar, along Y, and hit Fit. That gave me a planer UV projection of the front and back…
I'm not positive this is what you want, but there's an old thread on here that saved my bacon when I was recently trying to UV a bunch of poly strips. 1) In the UV Texture Editor, Polygons > Unitize will make all selected UV faces fit the UV space. So a bunch of squares stacked on top of each other. 2) Select all the edges…
@Malcolm The edge mapping is good, for mapping tubes and stuff, has an option to unitize those UVs. Normalizing with certain values of U and V. UV Snap alignment, you can overlay a bunch of slightly different meshes and have the UVs snap to a target shell so that are all overlaid properly. Select interior UVs, or select…
I don't seem to have this problem. I'm on the official 6.65a release. What do you mean by this? You can only use it once and then it doesn't work afterwords? If you mean to slide the edge after you have placed it, you can select the edge loop and use the edge slide tool (Edges menu [shift + E or the Mesh menu at the…
Hey dude, You are doing everything right except one thing. After everything is modeled and UV'd you need to go into 'Element' mode and select the pieces you want to have a different material on it, then you click 'Detach'. This will help you go over the UVW without it being interfered with the original mesh's UVs. From…
Alright, here's the update. I think I'm ready to call this done and work on something new. - I simplified the cloak so that the low resolution doesn't read as much. - I made a morph target to fix the crazy eyes - I worked on the bang alpha. (FWIW I have 3 bang pieces A, B, and C. And to get them to alpha sort correctly in…
Hey fellows! Great texturing work once again. You people humble me. I'm not worthy!! Just wanted to share the MAYA 7 rigg in case anyone wants to "pose" the character when finished with the texturing. If you are more familiar with 3dsmax and have access to Maya 7, you can always pose him in Maya 7, select the posed mesh…